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5

This requires a repetitive motion and good lighting. You expose the position of the droplet on successive oscillation, but capture it at a slightly different spot on each. Thinking about it from the perspective of a ball bouncing. On the first photo, I take a quick photo of the ball on the ground. The ball bounces up and then back down. I then take a ...


3

There are a few things to consider. The MP4 spec was not designed for the playback of high frame rate files, because the files are highly compressed, and limited to using a single core for decompression. Even if you had 12 cores, the file would not decompress any faster. The easiest way to solve your issue is to either encode the MP4 into another codec, or ...


2

You only need to overcrank the scenes you want to slow down in post. Editing and effects software make it easy to decimate from 60 (or higher) to 24 fps. You'll get better flexibility if you shoot your slomo scenes at a the highest exact multiple of the base rate that still gives acceptable exposure etc. So 96, 120 or 240 fps would be preferable if they work ...


2

I think you're out of luck. Official specs say 30fps max, and I can't find any documentation of a possible hack. http://www.nikonusa.com/en/Nikon-Products/Product/Digital-SLR-Cameras/25478/D5100.html The most widely distributed slow-mo camera is probably the iPhone 5s-- I bet you could borrow one to play around with.


1

The reason we try to shoot at our target frame rate is because if we need to adjust the frame rate, the computer has to invent new frames to go in between our existing frames. This can result in artifacts in the image and generally reduces the quality. You are correct that 24fps is the standard for theater and also correct that you need to shoot a faster ...


1

While it is true that 720p video only has about half the data of a 1080p feed, the other thing you have to realize is that when you push the system beyond it's limit, it may spend a lot of time trying to process frames that it doesn't finish in time. Depending on how the player is configured, it may give up and try to catch up rather than finish rendering ...



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